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llRemoteLoadScriptPin() on someone else's objects?

Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
06-18-2006 17:54
Wrote a simple update script, which uses llRemoteLoadScriptPin() to replace/add new versions of scripts for one of my items... the update process appears to work fine, but only if upgrading script is owned by the person who also owns the item that's being upgraded... otherwise the upgrade script executes all the way, but fails to alter the inventory of target object with no indication of error (at least it doesn't shout like wiki warns about o.O;

i figure i can make 'upgrade item dispenser' that'll give people copy of update script embedded in a box or something, so they can then run the upgrade process on their own... but is it possible to do it more directly, i.e without this do-it-yourself middle-man update box? ^^;;
Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
06-18-2006 18:13
Other then "give them an entirely new copy of the object when they present the old one to the updater", I dont know of any other solutions.

llRemoteLoadScriptPin was nerfed for valid reasons; its previous incarnation (llRemoteLoadScript) allowed people to give you objects that, when rezzed in world, would attempt to give scripts to everything it possibly could.
==Chris
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Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
06-19-2006 06:19
Aww that's a pity :< i asked, since was under impression some items managed to work around it somehow, and update themselves without this upgrade pack thing.. didn't get to actually test any such object, so guess that was just wrong impression after all ^^;;